Interactive theater system with real-time feedback and dynamic special effects

ABSTRACT

The interactive theater system is executed on an interactive gaming computer (IG PC) configured to execute an interactive multi-player video game. The IG PC outputs a video stream to a display system, such as a projector and screen, which allows the players to view the multi-player video game. Each player sits in a multi-sensory seat for providing multi-sensory feedback to each player during execution of the interactive multi-player video game. The player provides input using an input device having an infrared camera and motion sensors. The infrared camera is used to image an infrared light arrangement positioned above-the multi-sensory seats. Infrared camera data and motion sensor data is used by the IG PC to accurately determine the real time position of each input device. Players in a first interactive theater system can compete with players in a second interactive theater system in real time.

CROSS-REFERENCE TO RELATED APPLICATIONS

This application claims priority to U.S. Provisional Application Ser.No. 63/150,414, filed Feb. 17, 2021, the entire contents of which arehereby incorporated by reference in their entirety.

FIELD OF THE INVENTION

The present invention is directed to an interactive theater system withreal-time feedback and dynamic special effects. In particular, thepresent invention is directed to an interactive theater system in whicheach user is presented with personalized real-time feedback and controlover the user's interaction with the displayed video image, such as avideo game.

BACKGROUND

In recent years, video games have become exponentially more popular.Over two billion people currently play video games on phones, video gameconsoles, personal computers, tablets, etc. This number is expected toincrease.

Electronic sports (eSports) and streaming platforms such as Twitch,Livestream, Mixer, etc., have also become increasingly popular. Videogame users either compete against each other in person or stream theirvideo game display over the internet to spectators. However, there islittle to no interaction between the video game users and/or spectatorsother than messaging or audio chat. Spectators, in particular, areobservers in a manner similar to attending traditional sporting events.

Therefore, there clearly exists a need for an interactive theater systemwhich allows all users to be active participants which provides anengaging personalized experience while still retaining a feeling ofgroup or team interaction.

SUMMARY

The interactive theater system of the present invention is primarilyexecuted on an interactive gaming system (hereinafter referred to as an“IG PC”) configured to execute an interactive multi-player video game.The IG PC outputs a video stream to a display system, such as aprojector and screen, which allows the players to view the multi-playervideo game. Each player sits in a multi-sensory seat for providingmulti-sensory feedback to each player during execution of theinteractive multi-player video game. The player provides input using aninput device having an infrared camera and motion sensors. The infraredcamera is used to image an infrared light arrangement positionedabove-the multi-sensory seats. Infrared camera data and motion sensordata is used by the IG PC to accurately determine the real time positionof each input device.

BRIEF DESCRIPTION OF THE DRAWINGS

FIG. 1 depicts a schematic diagram of the core components of theinteractive theater system.

FIG. 2 depicts a schematic diagram of the audio-visual (AV) system ofthe interactive theater system.

FIG. 3 depicts a schematic diagram of the interactive system of theinteractive theater system.

FIG. 4 depicts a layout view of an interactive theater according to anembodiment of the invention

FIGS. 5-7 depict views of a sample tracking arrangement.

FIG. 8 depicts views of the multi-sensory seats of the interactivetheater according to an embodiment of the invention.

FIGS. 9 and 10 depict views of a sample input device.

FIG. 11 depicts a network diagram showing the interconnection of aplurality of interactive theater systems.

DETAILED DESCRIPTION

FIG. 1 depicts a schematic diagram of interactive theater system 100.Interactive theater system 100 provides an interactive experience tousers in which multiple participants can engage in simultaneous gameplayin a theater setting. Each user is provided with a multi-sensory seat122 and one or more associated input devices 104. The input device(s)104 allows the user to interact with immersive content on the display inreal-time. The multi-sensory seats 122 comprise a variety of specialeffects that are customized for each user or grouping of users inresponse to the gameplay and the user's input from the input device 104.

IG PC 102 is responsible for receiving and processing all input frominput devices 104, rendering video for projectors or displays 106, andoutputting show control data to show controller 108. IG PC 102 may beone or more networked or connected computers or servers in accordancewith the requirements and demands of the game currently being executedby interactive theater system 100.

Each projector 106 is preferably a pair of stereoscopic projectors whichproject two images onto one or more curved or flat projection screens112. Each user is preferably provided with a pair of 3D glasses so thatthe display from the projectors can be viewed in 3D. However, it shouldbe apparent to one of ordinary skill in the art that projectors 106 canalso be video projectors similar to those utilized in movie theaters. Inother embodiments, the video output from IG PC 102 can also be shown onone or more active display screens or devices, such as LCD or OLEDdisplays, lenticular displays, light field displays and otherautostereoscopic devices. In some embodiments, each user may be providedwith an HMD which receives video data from IG PC 102.

Input is received from each user of the interactive theater system 100via one or more input devices 104. Input device 104 preferably has aform factor allowing it to easily be held or manipulated by a user.Input device 104 can comprise any standard input controls known in theart such as buttons, triggers, directional pads, joysticks, gesturetracking systems, computer vision, tablets, audible inputs (e.g.microphones), etc.

Preferably, each input device 104 is coupled to IG PC 102 via a wiredconnection or a wireless connection. For example, as depicted in FIG. 1,each input device 104 may be coupled to IG PC 102 via input deviceswitch 110 via an Ethernet connection. A wired connection may bepreferable in instances when there are a large number of input devices104. However, it should be apparent to one of ordinary skill in the artthat other connection types (e.g., USB) or even wireless connections maybe utilized.

In some embodiments, input device 104 may also receive effect data 114from IG PC 102. For example, input device 104 may be provided withhaptic feedback and/or a speaker to provide individualized effect data114 to the user in response to their input on input device 104, actionsdisplayed on screen 112, or input from other users in interactivetheater system 100. Each screen 112 may be surrounded by decorations ormodular panels which depict scenery related to the video game currentlybeing played. For example, if the video game is a shooter set in outerspace, the periphery of the screen may be decorated with modular panelshaving the look of a bridge. The outer periphery of the projector'sdisplayed video could then be designed to blend seamlessly with themodular panels or other decorations. In particular, modular panels orremovable decorations allow the theater 400 to easily be repurposed forother video games.

In other embodiments, a second screen may be utilized. The second screenmay comprise additional panels, surfaces, flooring or ceiling as adisplay surface aside from screen 112. A static image, similar to thedecoration shown on scenic elements, could then be projected onto thesecond screen and blended into the main game image shown on screen 112.This allows the viewing area to be increased without requiring constantrendering for the imagery shown on the second screen. In anotherembodiment, a simple animation (e.g., a looped video) or pre-renderedvideo could be displayed on the second screen. In another embodiment,the primary game content may be expanded to be displayed on thesecondary screen.

IG PC 102 outputs effect data 114 to show controller 108 insynchronization with the video signal output to projectors 106. Effectdata 114 may include, but is not limited to, environmental audio,individualized audio, sound effects, digital multiplex (DMX) data, seatcontrol data, and user audio. The environmental audio is output fromshow controller 108 to an audio digital signal processor (DSP) 116. Theaudio DSP 116 processes the received environmental audio and outputs itto theater environmental audio system 118.

Theater environmental audio system 118 preferably comprises a pluralityof speakers and subwoofers arranged to provide immersive audio andsurround sound to the users of interactive theater system 100. Thenumber of speakers and subwoofers and their layout in theaterenvironmental audio system 118 is determined based on the theaterconfiguration as is known in the art.

Show controller 108 outputs the DMX data to lighting system 120.Lighting system 120 may comprise any desired combination of knownlighting types such as PAR lights, strip lights, strobe lights,spotlights, moving lights, etc. in accordance with the requirements ofthe game or program executed by interactive theater system 100 and theconfiguration of the theater.

Show controller 108 further outputs seat control data and user audiodirectly to each multi-sensory seat 122. As will be explained in moredetail later, each multi-sensory seat 122 provides individualizedsensory effects to each user based on their operation of their assignedinput device 104, as well as the resultant output of the game to createan individualized and immersive experience for each user.

Each multi-sensory seat 122 is preferably coupled to the show controller108 via seat switch 124 via an Ethernet connection (e.g., CAT 6). Thisallows a single cable to simultaneously carry the seat control data andthe user audio.

Each multi-sensory seat 122 preferably comprises a reader 126 capable ofrecognizing a user. For example, the reader 126 may be a NFC reader orRFID reader capable of reading a tag carried by the user sitting in themulti-sensory seat 122 which can be used to identify the user.

Thus, interactive theater system 100 allows for a fully interactivereal-time system that gives every user agency to direct the outcome ofthe action and even affect the narrative unfolding before them on amassive, cinema-style screen 112 with professional level audio andeffects.

Preferably, each component of interactive theater system 100 isindividually addressable so that control signals can be provided to eachcomponent individually. IG PC 102 is able to send separate controlsignals to projectors 106, input devices 104, theater environmentalaudio system 118, lighting system 120, and multi-sensory seats 122. Theaddress for each component of interactive theater system 100 ismaintained in a database by interactive theater system 100. This allowsa programmer of the video game a high level of customization becauseindividual control signals can be sent to each component. This alsoallows the various components of interactive theater system 100 to begrouped together and provided with grouped control signals in additionto individualized control signals. For example, a plurality of inputdevices 104 may be assigned a group such that the input devices receivethe same haptic feedback in addition to individualized haptic feedbackfor each user.

This also allows interactive theater system 100 to group any componentsof interactive theater system 100 into groups of 1 (individualcomponents) up until a group encompassing the every component (e.g., forthe entire theater). The groupings can also be rearranged or reevaluatedin real time. For example, if a particular user's character dies in avideo game, another user in the theater (or another remote theater) maybe added to the group. The developer of the video game can thus takeadvantage of the individual and group control of interactive theatersystem 100 to provide an experience not possible with other systems thatdo not have the ability to assign groupings to components.

Referring next to FIG. 2, depicted is a schematic diagram of the AVcomponents of interactive theater system 100 in more detail. Interactivetheater system 100 also comprises a variety of facility controls andmonitoring tools. For example, each interactive theater system 100preferably comprises one or more monitoring cameras 202 (e.g., CCTV)which allows for individual monitoring of the interactive theater system100 via a control panel 204. An operator can provide audio tointeractive theater system 100 via a microphone 206 which can be coupledto the theater environmental audio system 118. The microphone 206 can beused to provide the users with procedural instructions, evacuationinstructions, warnings, or any other necessary information.

Control panel 204 can also be utilized to override or independentlycontrol lighting system 120 or theater environmental audio system 118via show controller 108. Control panel 204 can also be utilized tocontrol show door access, show action effects, e-stop, or any othersystems of interactive theater system 100.

In the depicted embodiment, the audio DSP 116 processes the receivedaudio signal and outputs it to theater environmental audio system 118.The signal for each audio component is preferably passed through audioamplifier 208 before being output to loudspeakers 210 (1X), subwoofers212 (2X), side surround speakers 214 (4X), or rear surround speakers 216(4X). As already explained, each audio component of interactive theatersystem 100 is individually addressable and separate control signals canbe sent by IG PC 102 to any component of environmental audio system 118in any grouping.

Each multi-sensory seat 122 may be coupled to a compressed air system218 for providing a forced air effect to each seat (neck, legs, arms,etc.). Each multi-sensory seat 122 is capable of controlling thereceived compressed air in accordance with the effect data received fromshow controller 108. The effect data may be for system wide effects,effects for particular groupings of components, or for individualcomponents.

FIG. 3 depicts a schematic diagram showing the interconnections betweenthe IG PC 102, input devices 104, and projectors 106. Depicted in thisembodiment are a total of 24 input devices 104 arranged into six banks,with four input devices 104 per bank. Each input device 104 is assignedto a single multi-sensory seat 122. As previously discussed, inputdevices 104 are coupled to seat switch 124 via USB over IP. The seatswitch 124 is preferably a power over Ethernet (POE) gigabit switch toavoid having to run power lines to input devices 104. The video signaloutput to projectors 106 is preferably over Display port or similaroutput interfaces.

This figure illustrates example groupings that may be employed byinteractive theater system 100. For example, the input devices 104 andmulti-sensory seats 122 of bank 1 may be assigned a different group thanthat of bank 2. The users of bank 1 would receive effect data 114 thatare for every seat and other event data 114 for each individual user ofbank 1. The shared effect data 114 for bank 1 provides the users with ashared experience while still allowing for each input device 104 andmulti-sensory seat 122 to be provided with additional customizedfeedback.

FIG. 4 depicts an overhead view of a theater 400 outfitted withinteractive theater system 100. As shown, projectors 106 are positionedat a rear-center of the theater 400 and a curved screen 112 ispositioned at a front of the theater 300. In this embodiment, two setsof projectors 106 are employed to cover the entirety of screen 112. Theoutput from each set of projectors 106 overlap at a center of the screen112. The IG PC 102 is configured to output a corrected video signals sothat this overlap is not detectable to the users and the screen 112appears as a single, unified display.

The screen 112 may be curved or flat. In some embodiments, a pluralityof curved screens 112 can be provided to form a partial or fullhemisphere or dome display in the theater. In such embodiments, thearrangement of multi-sensory seats 122 could be arranged in an arc orcircular configuration to take advantage of the increased display area(e.g., each bank could be assigned to a particular viewing region). Inanother embodiment, screens and multi-sensory seats can be arranged inan opposing configuration to provide versus, co-op and other gameplaystyles.

A plurality of multi-sensory seats 122 are arranged in banks A-F. Eachmulti-sensory seat 122 has one or more input device(s) 104. The rear setof banks A-C may be positioned higher than banks D-F so that each userhas a clear and unobstructed view of screen 112 as depicted in FIG. 5.It should be obvious to one of ordinary skill in the art that the numberof multi-sensory seats can easily be expanded into different tiers andconfigurations (e.g., 16 seat, 36 seats, etc.). It should be obvious toone of ordinary skill in the art that the number of input devices caneasily be expanded.

Directly above the banks A-F is an arrangement of infrared (IR) lights402 suspended from or integrated in the ceiling of theater 400. In someembodiments, each input device 104 comprises one or more infraredcameras configured to image the infrared light arrangement 402. Theinfrared camera data can then be used by IG PC 102 to pinpoint the exactspatial location of each input device 104 in the theater in real-time.Further, the received infrared camera data can also be used to identifythe orientation of each input device 104, with or without additionalpositional information received from input device 104.

Other methods of tracking input devices 104 may also be employed. Forexample, an array of cameras (infrared or visible light) may be arrangedthroughout the theater and each input device 104 may comprise one ormore markers. By imaging the markers on the input device 104, thelocation of each input device 104 can be tracked in real-time. Eachinput device 104 may further comprise a plurality of sensors such as anaccelerometer, gyroscopic sensor, etc. which can be used to estimate thelocation of input devices 104 if one or more of the markers istemporarily occluded.

FIG. 6 depicts an overhead view of theater 400 with IR light arrangement402 superimposed and FIG. 7 depicts IR light arrangement 402 inisolation for clarity. Each dot represents an individual IR light 404.The 60 depicted IR lights 404 are preferably arranged asymmetrically. Anasymmetric pattern allows IG PC 102 to more quickly and easilytriangulate and identify the position of each input device 104. Further,if the input device 104 is temporarily unable to image the IR lightarrangement 402, the motion sensors in input device 104 can be used toprovide interim position information for each input device if needed.Then, when the IR light arrangement 402 is visible again, thepositioning information can seamlessly transition to again using the IRlight arrangement 402 for position tracking.

Further, because the asymmetric pattern can easily be changed, eachtheater 400 can be assigned a unique asymmetric pattern if needed. Thiswould aid in the identification of the theater 400 in environments whereinput devices 104 are wireless and potentially used in multiple theaters400.

It should be obvious to one of ordinary skill in the art that any typeof tracking system can be utilized in connection to interactive theatersystem 100 as long as it is able to provide the real-time location ofthe input devices 104 within the theater. This allows interactivetheater system 100 to easily be upgraded as new tracking technologiesare developed because interactive theater system 100 only requires thelocation of the input device 104 to function and to provide theappropriate feedback.

FIG. 8 depicts multiple views of multi-sensory seats 122. As previouslymentioned, each multi-sensory seat is coupled to seat switch 124 andreceives seat control data and user audio uniquely tailored for eachuser. Each seat is preferably capable of multiple movement degrees offreedom in response to the seat control data, including, but not limitedto, heave (up & down), roll (tilt side to side), pitch (tilt forward andbackward), sway (move left and right), and vibration (e.g., 5-250 Hz).Each multi-sensory seat 122 is also capable of producing a variety ofother sensory effects in accordance with the seat control data. Sensoryeffects can include, but are not limited to, air neck blast, a pokeeffect (back, legs, etc.), leg tickler, water spray, face blast, windsystem (variable intensity), multi-scent system, strobe lights, facelights, face illumination, floor illumination. In some embodiments, eachmulti-sensory seat 122 is provided with one or more speakers in thevicinity of the head of the user for outputting user audio unique toeach user. Further, each multi-sensory seat 122 preferably comprises anoccupancy sensor so that IG PC 102 only produces seat control data anduser audio for occupied seats.

Each multi-sensory seat 122 preferably comprises an input device holder802 for holding input device 104 when not in use. An example inputdevice holder 802 is depicted in FIG. 9. As shown, input device holder802 comprises a bracket 902 which can be used to couple the input deviceholder 802 to a surface, such as an arm of multi-sensory seat 122.Sheath 906 contains an opening in which input device 104 is placed whennot in use. The sheath depicted in FIG. 9 is similar to a holster andinput device 104 has a form factor similar to a blaster or a gun.

FIG. 10 depicts an example of an input device 104 in isolation. In thisembodiment, input device 104 has the form of a gun with the main controlbeing a trigger 1002. A user can point input device 104 at screen 112during a shooter or blaster video game being produced, for example. Theinput device 104 preferably comprises motion sensors which may include,but are not limited to, an accelerometer, a gyroscope, a gravity sensor,rotation vector sensor, step count sensor, depth sensor, GPS, etc.Further a top of the housing of input device 104 comprises infraredcamera 1004 for imaging IR light arrangement 402 as previouslydescribed. The motion sensor data and infrared camera data from eachinput device is provided to IG PC 102 in real time. This allows IG PC102 to be aware of the precise location and orientation of each inputdevice 104 in the theater 400. Further, this allows input device 104 toserve multiple functions (i.e., more than just a screen pointingdevice).

In particular, IR light arrangement 402 allows interactive theatersystem 100 to provide a unique, advanced targeting system providingaccurate and persistent positional tracking that not only detects whereusers aim but how they move their controller. Because the tracking isvery accurate, the input device can be used as multiple differentin-game instruments such as a hammer, wand, shield, sword, gun, etc., inaccordance with the story or the user's positioning of the device.

As already described, IG PC 102 is constantly aware of the location andposition of each input device 104 being used in theater 400 (i.e.,tracking 6DOF data). This allows the IG PC 102 to render the output ofeach user as if it is coming from their seat location and being directedtoward the screen 112. For example, if a user used input device 104 as arocket launcher, audio could be provided to multi-sensory seat 122 sothat it sounds like the rocket originates from the user's seat. Further,IG PC 102 can adjust the trajectory of the rocket as it enters thevirtual space shown on the display such that it appears as if the rocketoriginated at the user's seat instead of the center of the screen asoccurs in most traditional shooters. This adds to the sense of realismand immersion for the user.

Other advanced effects are also possible using input device 104 becauseof its integrated motion sensors. For example, in the same scenariodescribed above, a user could alter the course of the rocket left/rightby moving the input device left/right or curving its position in spaceto represent the desired trajectory. Using this method, the user couldhit enemies behind pillars/posts.

Thus, interactive theater system 100 provides an interactive 3D systemthat only requires 3D glasses for immersion. This allows users to bemore aware of the actions and expressions of other users, whichincreases the feeling of comradery between players while still providinga tailored experience for each user.

The multiple input devices 104 can also be utilized to perform groupactions since IG PC 102 has access to the real time movement of each.For example, if a portion of a video game required that a spaceship turnto avoid a collision, a certain predetermined number of users may berequired to perform a certain action (e.g., move the input device 104 orrotate it left) to avoid the collision. Thus, input devices 104 can alsobe used to determine the outcome of group actions in the video game. Asalready explained, this feature is possible because each input device104 is separately addressable and can be assigned to groups by IG PC102.

Interactive theater system 100 can also track how input devices 104 areused or what percentage of people performed group actions and in whatmanner. This can be used to adjust future sensitivity required. Forexample, users may be required to tilt the input device 104 more or lessto perform certain actions. This can be used to adjust sensitivity fornew players or increase it for advanced players. In a gaming sessionwith many participants, this adjustability can be used as a handicap tolevel the playing field between players. Further, interactive theatersystem 100 may have machine learning or AI capabilities to dynamicallyadjust the sensitivity for each player on the fly according to theirstrengths and weaknesses.

FIG. 11 depicts a network diagram showing how multiple theaters 400a-400 d can be in communication via the Internet or LAN. In the depictedembodiment, theaters 400 a and 400 b are geographically co-located atSITE 1. SITE 1 is in communication with theater 400 c at SITE 3 and 400d at SITE 2. Because the program for each theater is executed by an IGPC 102, multiple theaters 400 can communicate in real time to allow thegroups in each theater to participate in multi-player. This allows for anew type of gaming in which teams of players (using the same screen) cancompete against other similar teams in one-time or league play. Eachgroup can be provided with their own unique perspective inside the sametheater 400 or even into another theater 400. In contrast, currentgaming systems do not allow for such collaborative and interactive groupplay, with each user simultaneously and actively competing.

In some embodiments, users may register with interactive theater system100 in advance and maintain an active user profile. When a user arrivesat interactive theater system 100, they enter their information at kiosk1102 which loads their profile from user database 1104. This allows eachuser to configure details about their profile or character ahead oftime. For example, a user may choose a certain weapon type in advancefor use with input device 104. This would then be loaded when the userchecks in using kiosk 1102.

The user can also use their user profile in conjunction with otherexternal applications 1106. For example, the interactive theater system100 may be associated with a particular smartphone app 1106 or PWA app1108. The user could interact with the smartphone app as their characterand acquire unique weapons or other perks which could then be used inthe interactive theater system 100 for particular games. Further, theuser profile could be used by the user to check their current rankings,status, etc. Exemplary user profile systems compatible with the presentinvention are disclosed in U.S. Pat. No. 10,857,467, issued Dec. 8, 2020and U.S. patent application Ser. No. 16/897,181, filed Jun. 9, 2020, theentire contents of which are hereby incorporated by reference in theirentirety.

When the user enters the theater, the reader 126 on multi-sensory seatis used to identify the user sitting in the seat and any informationfrom their user profile is loaded. The user's own cell phone with an NFCchip may be used to identify the user or a tag may be provided (e.g.,carried on the user's keychain). It should be obvious that any type oftechnology capable of reading/identifying a user may be employed byinteractive theater system 100 (e.g., card reader, RFID reader, NFCreader, barcode scanner, etc.).

However, it should be apparent that interactive theater system 100 canbe used by users without user profiles. Those users would instead usekiosk 1102 to register and then be assigned a multi-sensory seat 122 fora gaming session.

SITE 1 may further incorporate a leaderboard 1110 to keep track of userand team statistics daily, weekly, etc. Or, in a tournament mode,leaderboard 1110 can be utilized to track the progress of each team orindividual through the tournament. The operator can even use themicrophone to act as an announcer or real time commentary, similar tocommentators in traditional sporting events.

1. An interactive theater system comprising: an interactive gamingcomputer (IG PC) configured to execute an interactive multi-player videogame; a display system for receiving and displaying a video streamreceived from the IG PC; a plurality of multi-sensory seats forproviding multi-sensory feedback to players during execution of theinteractive multi-player video game; an infrared light arrangementpositioned above the plurality of multi-sensory seats; at least oneinput device associated with each multi-sensory seat of the plurality ofmulti-sensory seats for providing user input from the players; whereineach input device comprises: at least one motion sensor for tracking anorientation and position of the input device; and an infrared camera forimaging the infrared light arrangement, wherein the IG PC receivesinfrared camera data from the infrared cameras for real-time tracking ofeach input device.
 2. The interactive theater system according to claim1, further comprising: an environmental audio system for outputtingenvironmental audio; and a lighting system for outputting environmentallighting.
 3. The interactive theater system according to claim 1,wherein the IG PC further receives motion sensor information from the atleast motion sensor of each input device, wherein the IG PC utilizes themotion sensor information for tracking the input device if infraredcamera data is not available from an input device.
 4. The interactivetheater system according to claim 1, wherein the multi-sensory feedbackcomprises seat control data and sensory effect data.
 5. The interactivetheater system according to claim 4, wherein the seat control dataincludes instructions for causing the multi-sensory seat to move up anddown, tilt side to side, tilt forward and backward, move left and right,and vibrate according to instructions received from the IG PC.
 6. Theinteractive theater system according to claim 4, wherein the sensoryeffect data includes instructions for causing the multi-sensory seat toproduce an air neck blast, a poke effect, a leg tickler effect, a waterspray, a face blast, a multi-scent output, face light illumination, orfloor illumination.
 7. The interactive theater system according to claim4, wherein the seat control data and sensory effect data for each playeris responsive to execution of the interactive multi-player video gameand real-time input received from the player via the input device. 8.The interactive theater system according to claim 1, wherein the displaysystem comprises: at least one 3D projector; and a screen for displayingthe output of the 3D projector.
 9. The interactive theater systemaccording to claim 8, wherein the screen is curved.
 10. The interactivetheater system according to claim 1, further comprising: a secondinteractive theater system in communication with the interactive theatersystem, wherein the second interactive theater system executes theinteractive multi-player interactive video game at a same time as theinteractive theater system for allowing they players of the interactivetheater system to compete against second players of the secondinteractive theater system in real-time.
 11. The interactive theatersystem according to claim 10, wherein the second interactive theatersystem has a same configuration as the interactive theater system. 12.An interactive theater system comprising: an interactive gaming computer(IG PC) configured to execute an interactive multi-player video game; adisplay system for receiving and displaying a video stream received fromthe IG PC; a plurality of multi-sensory seats for receiving effect datafrom the IG PC to provide multi-sensory feedback to players duringexecution of the interactive multi-player video game; at least one inputdevice associated with each multi-sensory seat of the plurality ofmulti-sensory seats, wherein each input device provides control data tothe IG PC inputted by the players; a tracking system for tracking areal-time three-dimensional location of each input device within theinteractive theater system; wherein the IG PC groups a first pluralityof multi-sensory seats into a first group, and wherein the IG PCprovides group event data to the first group to output groupmulti-sensory feedback through the first plurality of multi-sensoryseats, and wherein the IG PC provides different individual event dataeach multi-sensory seat of the first group.
 13. The interactive theatersystem according to claim 12, further comprising an environmental audiosystem comprising a plurality of audio components for outputtingenvironmental audio; and a lighting system comprising a plurality oflighting elements for outputting environmental lighting; wherein theplurality of audio components and the plurality of lighting elements areindividually addressable by the IG PC.